/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionContext.h
bool UMyComponent::SetContextRequirements(FStateTreeExecutionContext& Context)
{
    if (!Context.IsValid())
    {
        return false;
    }
    // Setup context data
    return true;
}
struct FStateTreeExecutionContext
bool
bAllowDirectTransitions
True if transitions are allowed to be requested directly instead of buffering.
FStateTreeState...
CurrentlyProcessedState
Current state we're processing, or invalid if not applicable.
TArray<FStateT...
DataViews
Array of data pointers (external data, tasks, evaluators, conditions), used during evaluation.
TArray<FStateT...
EventsToProcess
Events to process in current tick.
FStateTreeInsta...
InstanceData
Instance data used during current tick.
FStateTreeTrans...
NextTransition
Next transition, used byRequestTransition().
FStateTreeTrans...
NextTransitionSource
Structure describing the origin of the state transition that caused the state change.
UObject&
Owner
Owner of the instance data.
TSharedPtr<FSt...
SharedInstanceData
Shared instance data for the duration of the context.
constUStateTre...
StateTree
The StateTree asset the context is initialized for